Abstract
Much work has been done in recent years involving the generation of virtual landscapes, namely for applications in video games and movies. Some recent video games feature worlds upwards of 400 mi2, and they continue to expand. Manual design of these landscapes can be extremely time consuming. However, recent approaches have shown that reasonable scenes could potentially be generated procedurally with little to no input from a human designer. Many of the individual pieces necessary for generating a large, complex terrain populated with cities have been investigated, but efforts to piece them together have been minimal so far. A system is presented to build a reasonable hierarchical road network when provided with positional and size information about cities as well as a map of the terrain. Experiments are included to compare this system to existing real world road networks in the United States.
Library of Congress Subject Headings
Virtual reality--Design; Video games--Design; Computer graphics--Design; Highway planning--Computer simulation
Publication Date
10-1-2012
Document Type
Thesis
Department, Program, or Center
Computer Science (GCCIS)
Advisor
Zanibbi, Richard
Advisor/Committee Member
Canosa, Roxanne
Recommended Citation
Martek, Craig, "Procedural generation of road networks for large virtual environments" (2012). Thesis. Rochester Institute of Technology. Accessed from
https://repository.rit.edu/theses/5532
Campus
RIT – Main Campus
Comments
Note: imported from RIT’s Digital Media Library running on DSpace to RIT Scholar Works. Physical copy available through RIT's The Wallace Library at: QA76.76.C672 M378 2012